271
Fighting Gamers / Re: Fighting Gamers - What game REALLY has the largest community? (uh ohes)
« on: April 24, 2010, 07:46:37 pm »No they're still fine. I'm saying though that 3D fighters don't need an action game top down camera angle in general. that is automatically a failure. Other games have tried it and it's just over the top crap. DMC, control scheme or not, in the end would look like Dissidia. If you watched someone play it without knowing than it would look like that. again your most games are all trash games that aren't really 3D. like naruto, bloody roar, fate unlimited codes etc... it's 2D with an R1 button for side stepping. Soul Calibur is the best 3D game because it has the flawless 8wayrun system. Virtua Fighter sorta the same. But yes Tekken is the same as the 2D games with R1 buttons except overly complicated in how you side step.
What is infant to you anyway? 2D fighters have been around since 80s and 3d since early 90s. One is 23 and the i other 16.
I didn't say anything about a camera angle, where are you getting that? Even though those Naruto games are simplistic mechanically, I would say that Ultimate Ninja Storm (which I have only played briefly) is much closer to a pure 3D fighter than Tekken or SC. SC has 8 way run yes, but it is far from flawless, jumping is unrefined, dodging heavily is restricted, don't get me wrong I think SC is fun, but it really sticks to 2D conventions very closely, and where it doesn't it stumbles. Of course the opposite problem is found in games like Battle Arena Toshinden, 3D movement is so unrefined its just people running around on a plane spamming crap.. Perhaps the problem is the traditional fighter camera view, it does restrict 3D movement and jumping very dramatically when moves are built around 2D fighting systems like they are in SC, forcing cameras into strange perspectives. In Bayonetta for instance, the combo system verges on the complexity of a 2D fighter, but is implemented in a 3D world where the player has massive control over direction and speed of jumps and dodges, the camera is 3rd person dynamic follow, but fixed camera would also be feasible, top down is not really a staple for many games except "top down" shooters, in a sense, the 2D fighter view that most 3D fighters put themselves in is closer to "top down" than any 3D action game, even bad ones.
I also am beginning to doubt you have actually played Devil May Cry, as your references to Disddia and top down camera angles (DMC1 has fixed camera angles) seem to have no relation to the game. We all know that Square-Enix can't make an action game to save their lives, so comparing one of their forays into action to the progenitor of the "stylish action" genre, DMC that derives its control scheme out of the seminal 3D action game, Zelda: Ocarina of Time doesn't make much sense, Dissidia doesn't pull much from either of those, the camera is crazy, there are mundane quicktime events modeled after FF6/7/8 limit breaks, and of course they are fighting in the air, not on a plane, so none of the conventions of 3D combat in DMC or Zelda can actually be applied. In fact, the problems that Disddia has with control and camera because of its weird perspective and environments are the same in kind that developers of 3D fighters like Namco refuse to address by going the "safe" route and pretty much making their fighters 2D with a few 3D options.